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Zero the Nothing wrote:

1) "You can also deliver an entropic strike with any melee weapon with which you are proficient OR any shield that allows you to make unarmed attacks." Weapons don't "allow" you to make unarmed attacks.

2) "When you do this, the attack acts as your entropic strike (targeting EAC, gaining the block and operative weapon special properties, and dealing the damage of your entropic strike)."

Entropic Strike damage replaces the weapon's damage. When you use the weapon to deliver an Entropic Strike, the attack becomes an Entropic Strike. It targets EAC and can inflict either bludgeoning and/or acid damage.

Ex. Level 7, you roll: 2d6 + Constitution modifier + Vanguard Level

Alright I had a feeling it was that. Thank you!


A second question, does the damage from Entropic Strike replace the damage you would normally do with a melee weapon, or does it stack on top?

My friend is using a Tactical Swoop Hammer(2 handed) and that does 1d10 damage plus STR and the bonus from Weapon Specialization.

So would he roll:

1d10+STR+Weapon Specialization Bonus

and then

Entropic Strike Damage?


A friend of mine and I are building a Vanguard and the wording of something is throwing us off a little. When it comes to Entropic Strike it says the following:

"You can also deliver an entropic strike with any melee weapon with which you are proficient or any shield that allows you to make unarmed attacks."

Does this mean the weapon AND shield must allow for an unarmed attack? Or is it just for shields? Can you channel an Entropic Strike through a Two Handed Melee Weapon?


1 person marked this as FAQ candidate.

Here are a few more I found:

In regards to the Operative's Trick Attack:

In the Core Book: The DC for a Trick attack is 20 + your target's CR.
In the Beginner box: The DC for a Trick attack is a flat 20.

In the Core Book: If you succeed you add a 1d4 to your damage and the target is flat-footed.
In the Beginner Box: If you succeed you add a +2 to your hit and add a 1d4 to your damage.(I know flat-footed gives a -2 to your opponent's AC so it's basically the same?)

In the Corebook: Ghost gives you a +4 bonus to your trick attack if you use Stealth.
In the Beginner Box: It gives you a +3 instead.

There is also a Starfinder FAQ that says it only gives a +1.

In regards to the Operative class:

In the Core book: Operatives can use Sniper Weapons
In the Beginner Box: Operatives can only use Basic Melee and Small Arms.(I assume it's this way because the players might not run into any Sniper weapons in the packaged adventure, I haven't read it yet)


1 person marked this as FAQ candidate.

I was skimming through some of the pregen character sheets that came with the beginner box and some of the spells/abilities work differently than they do in the Core Book. I found two examples:

In the Beginner Box, the Envoy's Get 'Em ability says it costs no action. In the Core Book it says it costs one move action.

In the Beginner box, the Technomancer's Energy Ray does 1d4 damage. In the Core Book, it says it deals 1d3 damage.

Are these rule changes just for the Beginner Box? Or the Starfinder system overall?


If this came back in physical form that would be great!